> @@ -487,6 +486,7 @@ setup_shader_for_sampler(struct gl_context *ctx, struct
> glsl_sampler
> *sampler)
> "void main()\n"
> "{\n"
> " gl_FragColor = %s(texSampler, %s);\n"
> + " gl_FragDepth = gl_FragColor.x;\n"
*IF* I understood what this is to do, is to provide FBO blit API implementation
from upstairs mesa. Should not a different shader be used base on the 8
possibilities(really 7 since all 0 means no-op) of the bits being up and down:
COLOR_BUFFER_BIT, DEPTH_BUFFER_BIT and STENCIL_BUFFER_BIT ? The above looks
like to me to handle either COLOR_BUFFER_BIT or DEPTH_BUFFER_BIT up, but not
both. With that in mind then there would be up to 3 separate samplers (one for
color, one for stencil and one for depth).
Or am I missing something?
-Kevin
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